### Known Issues in 2019.4.35f1

*   AI Navigation: NavMesh Agent can not pass through passable area between carving NavMesh Obstacles ([1346325](https://issuetracker.unity3d.com/issues/navmesh-agent-can-not-pass-through-passable-area-between-carving-navmesh-obstacles))
    
*   Android: Sometimes text is not rendered when using OpengLES3 on a Xiaomi Redmi9A device. ([1347186](https://issuetracker.unity3d.com/issues/android-the-text-is-missing-on-a-xiaomi-redmi9a-device))
    
*   Animation: Animation playback is incorrect when using Asset Bundle exported from Unity 5.6.7f1 ([1390123](https://issuetracker.unity3d.com/issues/animation-playback-is-incorrect-when-using-asset-bundle-exported-from-unity-5-dot-6-7f1))
    
*   Asset Bundles: Asset Bundle size incrementally increases when updating the Unity Editor and rebuilding the Asset Bundle ([1391542](https://issuetracker.unity3d.com/issues/asset-bundle-size-incrementally-increases-when-updating-the-unity-editor-and-rebuilding-the-asset-bundle))
    
*   Asset Bundles: Building process of the AssetBundles is slow when there is a huge filecount. ([1358059](https://issuetracker.unity3d.com/issues/building-process-of-the-assetbundles-is-slow-when-the-file-count-is-huge))
    
*   IL2CPP: "BuildFailedException" and Bee errors are thrown in the Console window when building project for Android ([1391435](https://issuetracker.unity3d.com/issues/il2cpp-buildfailedexception-and-bee-errors-are-thrown-in-the-console-window-when-building-project-for-android))
    
*   Linux: Editor crashes at "\_\_assert\_fail\_base.cold" when opening a project (Linux) ([1375312](https://issuetracker.unity3d.com/issues/linux-editor-crashes-at-assert-fail-base-dot-cold-when-opening-a-project))
    
*   Networking: UnityWebRequest.SendWebRequest delay occurring in 2019.4.30f1 and above ([1382113](https://issuetracker.unity3d.com/issues/networking-unitywebrequest-dot-sendwebrequest-delay-occurring-in-2019-dot-4-30f1-and-above))
    
*   Profiling: Profiler's 'Call Stacks' button gets out of sync with PlayerConnection when the button is toggled after connecting to Player ([1377934](https://issuetracker.unity3d.com/issues/profiler-profilers-call-stacks-button-gets-out-of-sync-with-playerconnection-when-its-toggled-after-connecting-to-player))
    
*   Profiling: \[Memory Profiler\] Capturing Player built with higher Unity version crashes the Editor ([1386532](https://issuetracker.unity3d.com/issues/memory-profiler-capturing-player-built-with-higher-unity-version-crashes-the-editor))
    
*   Progressive Lightmapper: \[LightProbes\] Probes lose their lighting data after entering Play mode when Baked and Realtime GI are enabled ([1052045](https://issuetracker.unity3d.com/issues/light-probes-lose-their-lighting-data-after-entering-play-mode-when-baked-and-realtime-gi-are-enabled))
    
*   Progressive Lightmapper: \[macOS\] BugReporter doesn't get invoked when the project crashes ([1219458](https://issuetracker.unity3d.com/issues/macos-bugreporter-doesnt-get-invoked-when-the-project-crashes))
    
*   Shader System: Shader stripping crashes when it gets too many variants ([1388530](https://issuetracker.unity3d.com/issues/shader-stripping-crashes-when-it-gets-too-many-variants))
    
*   Shadows/Lights: Scene is brighter in Standalone player if it was open in the Editor at build time ([1375015](https://issuetracker.unity3d.com/issues/scene-is-brighter-in-standalone-player-if-it-was-open-in-the-editor-at-build-time))
    
*   Text: Editor crashes on TextCore::FontEngine::GetSystemFontReferencesInternal when opening the project ([1382082](https://issuetracker.unity3d.com/issues/editor-crashes-on-textcore-fontengine-getsystemfontreferencesinternal-when-opening-the-project))
    
*   Windows: Editor crashes or freezes with 'Copying file failed' error when importing a file from WinRAR Archiver ([1325310](https://issuetracker.unity3d.com/issues/editor-crashes-or-freezes-with-copying-file-failed-error-when-importing-a-file-from-winrar-archiver))
    

### 2019.4.35f1 Release Notes

#### Improvements

*   IL2CPP: Enabled sparse\_hash\_map and sparse\_hash\_set for Android and iOS for lower runtime memory usage.
    
*   Mobile: Added UaaL Analytics and made sure it wont get stripped if code stripping is enabled. (1380042)
    
*   Shaders: Fixed a build failing when a shader from always included list has 1M variants before stripping. ([1379096](https://issuetracker.unity3d.com/issues/one-million-variant-limit-for-always-included-shaders-is-checked-before-stripping))
    
*   Shaders: Improved Shader binary compression and now it utilizes more than one core. ([1375627](https://issuetracker.unity3d.com/issues/go-wide-on-shader-compression))
    

#### Fixes

*   2D: Fixed an issue and now Sprite selection now reacts only to the left mouse button. (1371567)
    
*   2D: Fixed an issue that Sprite.texture is null when it's loaded from SpriteAtlas in an AssetBundle and the Play mode is entered from the Prefab mode. ([1383944](https://issuetracker.unity3d.com/issues/spriteatlas-sprite-texture-wont-load-if-spritepacker-is-disabled))
    
*   2D: Fixed an issue where SpriteShape Corner is not set when setting multiple corners. ([1378775](https://issuetracker.unity3d.com/issues/height-is-editable-for-a-single-control-point-when-multiple-points-are-selected-in-sprite-shape-controller))
    
*   Android: Fixed a bug where the RunInBackground player setting could get modified in the Editor just by switching to the Android platform in the build settings. ([1368858](https://issuetracker.unity3d.com/issues/android-run-in-background-is-turned-off-when-selecting-the-android-platform-and-switching-back-to-the-standalone-platform))
    
*   Android: Fixed an "Unable to initialize the Unity Engine" error when building AAB with Split App Binary. ([1380909](https://issuetracker.unity3d.com/issues/application-freezes-or-throws-errors-when-built-as-an-aab-file-with-split-application-binary-enabled))
    
*   Android: Fixed ClassNotFoundException errors mentioning classes in com.google.android.play.core.assetpacks package when play.core dependency is not added to the project. ([1379427](https://issuetracker.unity3d.com/issues/assetpackstateupdatelistener-classnotfoundexception-in-an-empty-project))
    
*   Android: Fixed leaked Java local reference when creating new Java object. ([1366122](https://issuetracker.unity3d.com/issues/android-app-crashes-with-local-reference-table-overflow-when-creating-over-512-androidjavaclass-objects))
    
*   Asset Pipeline: Fixed an issue where user fields in assets containing 'guid' could cause incorrect asset dependencies to be shown. ([1384729](https://issuetracker.unity3d.com/issues/incorrect-dependencies-in-assetdatabase-dot-getdependencies))
    
*   Audio: Fixed a crash that would occur when removing a custom filter from a game object and then stopping the associated audio source. ([1363271](https://issuetracker.unity3d.com/issues/crash-when-stopping-an-audio-source-using-onaudiofilterread-from-a-destroyed-component))
    
*   Build Pipeline: Fixed an issue to prevent selection of ~/Desktop folder as build target. ([1357782](https://issuetracker.unity3d.com/issues/all-files-are-deleted-when-building-an-ios-player-to-the-desktop))
    
*   Build Pipeline: Fixed an issue where throwing a BuildFailedException in PostProcessSceneAttribute callbacks would not fail the build. ([1327550](https://issuetracker.unity3d.com/issues/build-doesnt-fail-when-buildfailedexception-is-thrown-in-the-postprocessscene-callback-and-the-build-button-is-used))
    
*   Burst: Fixed an issue with invalid gc handle release that could corrupt current domain and cause crashes. ([1346442](https://issuetracker.unity3d.com/issues/crash-when-entering-play-mode-and-serializing-data-after-modifying-script))
    
*   Editor: Fixed a crash on startup in the Custom Render Texture Manager for an old AVPro that's using Custom Render Texture for video interpolation. ([1362634](https://issuetracker.unity3d.com/issues/editor-crashes-after-assertion-failed-on-expression-input-end-equals-end-error-when-opening-game-view))
    
*   GI: Fixed an issue that light baking gets stuck in a infinite loop when unloading a light baked scene if you have another scene open. ([1337508](https://issuetracker.unity3d.com/issues/light-baking-gets-stuck-in-a-infinite-loop-when-unloading-a-light-baked-scene-if-you-have-another-scene-open))
    
*   GI: Fixed an issue that mixed point/spot lights with shadows disabled now contribute direct light to static objects on subtractive lighting mode. ([1350852](https://issuetracker.unity3d.com/issues/mixed-point-slash-spot-lights-with-shadows-disabled-dont-contribute-direct-light-to-static-objects-on-subtractive-lighting-mode))
    
*   Graphics: Fixed a bug where mip map streaming did not work after setting a material with streamable textures on a renderer. ([1302707](https://issuetracker.unity3d.com/issues/materials-applied-to-gameobjects-at-runtime-from-resources-slash-addressables-are-low-resolution-when-texture-streaming-is-enabled))
    
*   Graphics: Fixed a case where resource fence was decreased instead of increased. (1359177)
    
*   Graphics: Fixed a crash when using the Movie Recorder to capture 360 movies. ([1249348](https://issuetracker.unity3d.com/issues/unity-recorder-crash-in-shader-getsubshaderwithtagvalue-after-loading-a-scene-asynchronously-while-recording-a-360-view-movie))
    
*   Graphics: Fixed an issue so that Input delay in Vulkan standalone when VSync is enabled has been reduced. ([1282463](https://issuetracker.unity3d.com/issues/noticable-mouse-and-keyboard-input-delay-on-a-vulkan-standalone-build-when-vsync-is-enabled))
    
*   IL2CPP: Fixed a race condition loading string literal values. ([1379139](https://issuetracker.unity3d.com/issues/string-literal-may-be-garbage-collected-when-building-project-with-il2cpp-support))
    
*   IL2CPP: FIxed an issue to correctly indicate that blittable types nested in generic types are indeed blittable. ([1368711](https://issuetracker.unity3d.com/issues/computebuffer-dot-setdata-throws-an-error-when-scripting-backend-is-set-to-il2cpp))
    
*   IL2CPP: Fixed an issue to ensure ThaiBuddistCalendar, UmAlQuraCalendar, and HijriCalendar survive code stripping when needed. ([1158527](https://issuetracker.unity3d.com/issues/system-dot-datetime-causes-argumentoutofrangeexception-in-windows-standalone-player-with-thai-windows-system-language))
    
*   IL2CPP: Fixed incorrect exception filter handler on try blocks with multiple catch blocks. ([1335434](https://issuetracker.unity3d.com/issues/ios-il2cpp-try-catch-when-filter-fails))
    
*   Input: Fixed Windows editor and Windows player being frozen during startup when new input system is enabled and a USB device with 65535 / 0xffff usages is connected to the computer. ([1373945](https://issuetracker.unity3d.com/issues/new-input-system-windows-native-backend-gets-stuck-in-infinite-loop-when-usb-hid-device-with-0xffff-usage-max-is-plugged-in))
    
*   iOS: Fixed a crash on iOS when requesting WebCam and Mic permission at the same time as different operations. ([1330126](https://issuetracker.unity3d.com/issues/ios-crash-on-scriptinggchandle-acquire-when-calling-requestuserauthorization-without-using-yield-for-pending-authorization))
    
*   iOS: Fixed a crash when switching to autorotation with the only available option being a reverse portrait. ([1374229](https://issuetracker.unity3d.com/issues/application-crashes-when-switching-to-autorotation-with-the-only-available-option-being-a-reverse-portrait))
    
*   iOS: Fixed a rare crash when quiting app during orientation change. (1389840)
    
*   iOS: Fixed an issue with game objects' colors in light mode. ([1379817](https://issuetracker.unity3d.com/issues/gameobjects-are-rendered-with-different-colors-in-the-ios-build))
    
*   macOS: Fixed a bug where Unity may crash if shut down quickly after startup. ([1272819](https://issuetracker.unity3d.com/issues/macos-built-player-crashes-sometimes-when-exiting-it))
    
*   macOS: Fixed an issue that NDK not being executed when building exported Android IL2CPP project on Apple Silicon. (1386482)
    
*   Mono: Fixed a rare hang that would occur when opening the editor during asset import. (1341730)
    
*   Package Manager: Fixed an issue with documentation and now the built-in documentation link opens the right editor version url. (1376379)
    
*   Physics: Fixed an issue that Physics2D.SetLayerCollisionMask now correctly updates all layers that have changed. ([1345964](https://issuetracker.unity3d.com/issues/physics2d-dot-getlayercollisionmask-and-setlayercollisionmask-are-returning-values-that-do-not-match-the-editor))
    
*   Scripting: Fixed an issue that the Player settings UI now correctly set Assembly Version Validation setting for the editor (before it only applied to Player build). ([1378650](https://issuetracker.unity3d.com/issues/typeloadexception-is-thrown-during-play-mode-when-two-versions-of-a-managed-assembly-are-in-the-project))
    
*   Scripting: Fixed an issue where messages from the compiler containing special character were not correctly printed in the console. ([1220668](https://issuetracker.unity3d.com/issues/certain-accented-letters-are-not-printed-correctly-in-the-console))
    
*   Shaders: Fixed an issue that counting variants based on usage will no longer make UI unusable for shaders with many variants. ([1378555](https://issuetracker.unity3d.com/issues/shader-graph-editor-performance-is-slow-when-skip-unused-shader-features-is-selected-in-the-shader-variant-dropdown))
    
*   UI Toolkit: Fixed a performance test issue for UI Toolkit renderer repaints. (1337832)
    
*   UI Toolkit: Fixed an issue that scissor clipping on hidden elements now work properly. (1340827)
    
*   WebGL: Added a workaround to Chrome specific Web Audio performance issue. See https://bugs.chromium.org/p/chromium/issues/detail?id=1133233. ([1270768](https://issuetracker.unity3d.com/issues/webgl-audiosource-dot-update-cpu-usage-increases-overtime-when-playing-audiosources-on-chromium-browsers))
    
*   WebGL: Fixed a tapping sound when pausing audio. ([1238052](https://issuetracker.unity3d.com/issues/webgl-pausing-audio-source-causes-continuous-tapping-sounds-in-firefox-browser))
    
*   WebGL: Fixed AudioSource.loop property when using AudioSource.PlayScheduled() and AudioSource.PlayDelayed(). ([1337312](https://issuetracker.unity3d.com/issues/audio-is-not-looping-when-using-playscheduled-in-webgl-build))
    
*   WebGL: Fixed mouse wheel scrolling with the new input system on WebGL. ([1264545](https://issuetracker.unity3d.com/issues/webgl-input-system-scrolling-with-mouse-wheel-is-much-slower-on-webgl-builds-when-using-new-input-system-package))
    
*   Windows: Fixed setting a cursor being very slow when doing it for the first time for a particular texture. ([1373881](https://issuetracker.unity3d.com/issues/high-performance-when-an-icon-is-set-as-a-cursor-for-the-first-time-with-setcursor-on-windows))
    
*   Windows: Removed error.log generation for crash uploads in favor of editor.log and dmp files. (1278602)
    

#### System Requirements

##### For development

**OS**: Windows 7 SP1+, 8, 10, 64-bit versions only; macOS 10.12+. (Server versions of Windows & OS X are not tested.)

**CPU**: SSE2 instruction set support.

**GPU**: Graphics card with DX10 (shader model 4.0) capabilities.

The rest mostly depends on the complexity of your projects.

###### Additional platform development requirements:

*   iOS: Mac computer running minimum macOS 10.12.6 and Xcode 9.4 or higher.
    
*   Android: Android SDK and Java Development Kit (JDK); IL2CPP scripting backend requires Android NDK.
    
*   Universal Windows Platform: Windows 10 (64-bit), Visual Studio 2015 with C++ Tools component or later and Windows 10 SDK
    

##### For running Unity games

Generally content developed with Unity can run pretty much everywhere. How well it runs is dependent on the complexity of your project. More detailed requirements:

*   Desktop:
    
    *   OS: Windows 7 SP1+, macOS 10.12+, Ubuntu 16.04+
    *   Graphics card with DX10 (shader model 4.0) capabilities.
    *   CPU: SSE2 instruction set support.
*   iOS player requires iOS 10.0 or higher.
    
*   Android: OS 4.4 or later; ARMv7 CPU with NEON support; OpenGL ES 2.0 or later.
    
*   WebGL: Any recent desktop version of Firefox, Chrome, Edge or Safari.
    
*   Universal Windows Platform: Windows 10 and a graphics card with DX10 (shader model 4.0) capabilities
    
*   Exported Android Gradle projects require Android Studio 3.4 and later to build
    

#### Package changes in 2019.4.35f1

#### Packages updated

*   com.unity.2d.animation: [3.2.14](https://docs.unity3d.com/Packages/com.unity.2d.animation@3.2//changelog/CHANGELOG.html) → [3.2.15](https://docs.unity3d.com/Packages/com.unity.2d.animation@3.2//changelog/CHANGELOG.html)
    
*   com.unity.2d.spriteshape: [3.0.17](https://docs.unity3d.com/Packages/com.unity.2d.spriteshape@3.0//changelog/CHANGELOG.html) → [3.0.18](https://docs.unity3d.com/Packages/com.unity.2d.spriteshape@3.0//changelog/CHANGELOG.html)
    
*   com.unity.collab-proxy: [1.14.4](https://docs.unity3d.com/Packages/com.unity.collab-proxy@1.14//changelog/CHANGELOG.html) → [1.14.9](https://docs.unity3d.com/Packages/com.unity.collab-proxy@1.14//changelog/CHANGELOG.html)
    
*   com.unity.postprocessing: [3.1.1](https://docs.unity3d.com/Packages/com.unity.postprocessing@3.1//changelog/CHANGELOG.html) → [3.2.0](https://docs.unity3d.com/Packages/com.unity.postprocessing@3.2//changelog/CHANGELOG.html)
    
*   com.unity.purchasing: [4.1.1](https://docs.unity3d.com/Packages/com.unity.purchasing@4.1//changelog/CHANGELOG.html) → [4.1.2](https://docs.unity3d.com/Packages/com.unity.purchasing@4.1//changelog/CHANGELOG.html)
    
*   com.unity.xr.oculus: [1.11.0](https://docs.unity3d.com/Packages/com.unity.xr.oculus@1.11//changelog/CHANGELOG.html) → [1.11.2](https://docs.unity3d.com/Packages/com.unity.xr.oculus@1.11//changelog/CHANGELOG.html)